• 0

    posted a message on So, aggro will always be king in Wild and the game itself then?
    Quote from PetiteMouche >>
    Quote from BigDeal >>
    Quote from PetiteMouche >>

    Dude i'm winning games with a Carnassa Keleseth hunter, you have no excuse.

     

    Yes aggro is easier, is dominant, the whole game is designed around it. But no, it's not the only viable archetype.

     Not at D5 and down you arent.  You'd get crushed.

    Crushed by hyper aggro decks and fast combo decks yes. I'd crush everything else. And I'd get enough of a winrate to climb with the help of win streaks. You'd be surprised by how much support Carnassa has received over the years.

    If you can't climb you're just bad cause bad decks climb ladder, that's my point, aggro decks are not preventing anyone from winning games or having at least moderate success. A couple days ago you could read on these forum that souls warlock was breaking wild. Today is aggro. Tomorrow is APM mage. When there is no inspiration it's secret mage. There's always a new thing allegedly breaking Wild, and that to me is a good sign, that most of the time nothing is breaking anything. And when it does, it gets nerfed. Does aggro get nerfed in wild ? Not often.

    D5 is pretty much where I am every month, I climb quickly to D10, struggle some to get to D5, and then couldn't care for the legend grind, like many people.

     The old "You're bad" thing.  Yeah sure.  I stay at D5-D3 too because I refuse to play window-licker decks.  Thats fine.  But lets please STOP pretending its a skill thing.  No the hell it isnt.  Aggro is the epitome of no-skill. Thats why its so abused.  I get it.  Just though there'd be some variety between D5 and Legend.  Guess not. 

    Again, its fine but lets be honest about the facts here.

    Quote from Anarchy1 >>

    The OP and the guy claiming Reno and zeph are bad have no idea of the game. Aggro is strong in wild, but so is anti aggro, control and combo. I play wild exclusively since years, and I climb to legend with off meta stuff every month. So stop claiming things like “only aggro and tier 1 decks can reach legend“. Maybe you can reach legend only with those, but than you maybe aren’t as good at deck building and piloting as you think.

    And yes, meta is fast. Which is fine. It would be horrible if all the games go to 10+ turns, and it would be horrible if one clear would be enough to win the game against aggro 

     Reno does NOTHING when the next turn the board is reloaded again with 40/40 worth of stats.  You used your whole turn 6 to play Reno and even if you did draew some early cards to help you are still dead next turn or damned close to it.  Zephyrs too - it always wants to pull that Shaman card that deals 3 damage to all minions which is helpful.  But, now your !@#$% overloaded next turn and are dead because of that.  Its obscene.   No, games shouldnt all be boring control games or take forever.  But, geez, can mid-range or highlander decks get some help here?  Can we at least charge the proper mana for these insane buffs?  Like thats not asking too much, IMO.

    There is no anti aggro except maybe some crazy & perfectly drawn priest deck with all removal.  Sounds fun to play.

    Oh and Murloc shaman has a board clear now too - that deal 1 damage to all enemies when summioning murloc always gets the poison treatment too.  Awesome.  Thats cool.  Murloc Shaman has Flamestrike-quality board clears now too.  Makes a ton of sense.  What a joke.

    Posted in: Wild Format
  • 0

    posted a message on So, aggro will always be king in Wild and the game itself then?
    Quote from PetiteMouche >>

    Dude i'm winning games with a Carnassa Keleseth hunter, you have no excuse.

     

    Yes aggro is easier, is dominant, the whole game is designed around it. But no, it's not the only viable archetype.

     Not at D5 and down you arent.  You'd get crushed.

    Posted in: Wild Format
  • 1

    posted a message on So, aggro will always be king in Wild and the game itself then?

    I cannot believe how EASY aggro has it in this game.  Board clears dont work unless you have like 10 of them that also remove divine shields too.  I just dont get it.  Why do these decks constantly have such easy and cheap buffs ready to go turn after turn.  I thought a board clear was supposed to "calm" things down for at least a turn?  No?  I mean, nothing helps.  Nothing.  Its worse in Wild of course.  It just sucks that what are supposed to be counters to or at least cards that slow things down a bit are 100% useless.  Taunts?  Useless.  Kahrtut?  Junk.  Reno Jackson?  Great - heal back to 30 but next turn facing down a board of like 40/40 stats.   You never have a chance to get anything going of your own whatsoever.  Even a midrange deck is an automatic loss to any of these "full board with huge stats" aggro decks. 

    Zephyrs?  Useless.  Even if he pulls a full board clear..... next turn?  40/40 board again.  Now what?  Its just awful that we cant really advance with any decks other than this type of stuff.  My Reno Hunter got me comfortably to D4/D5 but its nothing now but the try-hards and 4th graders milking it.  Geesh.  This isnt fun.  Why cant we get some legit help against these decks?  Like raise the cost of their buffs and get rid of divine shield.  Something?  Please?

    Posted in: Wild Format
  • 2

    posted a message on Wild is dead, combos, insane mechanics & card draw
    Quote from eskimodavid >>

    The new warlock card stealer of Souls is the only thing breaking wild, otherwise it's fine. Definitely some underpowered classes though. Mage/warlock/pally are the kings

     The only thing?  Hardly.  Lets review:

    1. Thoughtless aggro decks have unlimited and cheap buffs.  Did you clear the board?  Doesnt matter.  Reload full board next turn plus buffs.  Did you clear it again?  Nice job - sorry...reload again.  Full board and buffs again.  Its fucking endless.  Aggro has NO counter.  Taunts dont work, clears dont work, nothing does.  Oh and paladin gets to have divine shield on their guys too the entire game.  Real nice job, Blizz.
    2. Pirate Warrior is another perfect deck for the eh-ham "intellectuals" to abuse.  So many heavily under-costed cards that are extremely hard to remove that just wreck everything.  Its so stupid. 
    3. Warlock and that Dark Glare thing - another beauty.  Draw 10 cards per turn, redo hero power, take damage, huge minions come out, draw more, I dont even know WTF is happening during their turn.  Its a good time to go mow the lawn.
    4. Secret Mage - yeah, its beatable but they MUST draw sort of bad and you MUST draw great.  Otherwise, its obscene how much value and tempo they gain with free 5/5 minions and the secret synergy.

    Now, here is the deal:  Those decks would be OK IF the game gave us a legit, reasonable way to counter them. But they dont.  Any counters that do exist are horrible cards, too expensive, dont really help or they totally cripple your other match-ups.  Thats what ruins Wild mode.  Its fine to have some crazy decks but give us a real way to screw them up.  These are things to fix wild:

    • Make minion buffs cost more mana.  Like way more.
    • No more zero cost cards. None.  1 is a the minimum except for Shadow step.
    • Get rid of paladins "divine shield for the whole game" BS.  Thats total crap. Make it for one turn only if not just delete it all.
    • Give us a real secret counter that truly hurts.  Eater of Secrets blows.  Flare gets stopped by Counterspell & Yogg.  Just no way to counter them and playing around them is a bad strategy and rarely works.

    Wild needs some work, for sure.  Im sick of games being decided after the first few turns or the matchup screen.   There is NO skill involved in any of this either.  Its 100% matchup and then pure early draw based.  That decides every game from D5 on down.

    Posted in: Wild Format
  • 3

    posted a message on Tickatus Warlock and Spell Mage have the lowest winrate on stats graphs.

    Standard is garbage.  What meta is greener? 

    Posted in: Standard Format
  • 0

    posted a message on Wow - Miracle/Secret Rogue is so bad.... what a let down.
    Quote from FortyDust >>
    Quote from BigDeal >>
    Quote from Kayel >>

    Currently Miracle Rogue is a high-ceiling deck, you can play as a tempo deck but you’re not a tempo deck in main, you can be a combo OTK deck but you’re not a combo deck in main

    That’s why I like playing Miracle Rogue, the deck has flexible win conditions and gameplay style, and the main reason why is hard to master is because misplays punishes you hard

     

     What misplays though?  It loses hard to paladin and mage.  It doesnt fare well against any board and without Blackjack and a secret loaded you have NO removal.  Zero.  Big threats often stay alive.  Then what?  If you have to use that Dragon for 8 healing you've lost big time.  You cant just sit there and collect cards hoping your opponent does nothing for 7 turns.  Not in standard.  Lets not overstate "skill" in this game either.  C'mon.  Hearthstone?  Skill?  Not really.  Be realistic here.

    Prize Plunderer, Wand Thief, Ambush, Bamboozle, Shadowjeweler Hanar, Kazakus, Golem Shaper, Alexstrasza the Life-Binder

    All of these either are removal or generate removal. So either you are trolling, or you are even worse at the game than people here have been saying.

    When other people are winning with a deck, yet you can't seem to do so, it should be obvious that the problem isn't the deck.

     How is Wand Thief removal?  IF and its a huge IF it happens to pull a good spell which it certainly does not many times.  Flame Ward and stuff is great against a wide board but you dont get that much.   Prize Plunderer?  Requires several cards to be played ahead of time to really do damage.  Ambush?  Yep - great removal if they dont kill it right away which any bronze player usually does. Hanar?  How is that removal?  It isnt - Yes, it can generate the 8-armor secret, Vaporize, etc and its a good card.  But, as always with this deck it has to be played with a string of secrets back to back to back to be good.  Gollum Shaper?  Yeah, it CAN be good IF you can build them with the right stuff.  Again, thats far from a sure thing.  And I mentioned that if you have to use Alex for anything other than damaging your opponent you're done, especially if you cant shadowstep it or Teemu it.  So, you see, your list of removal or generating removal is extremely situational and many times it removes nothing.  Good try here but the facts and data show otherwise.  Sorry to say. 

    If people are winning with this deck then they are running into dream matchups where they can discount everything, sit back and collect cards.  Thats great but its useless against many of the hot decks right now in standard.  paladin crushes it.  Mage usually beats it easily.  Tickatus will also wreck it most of the time.  Hunter with a fat board is another problem.  So what does this beat then?  Bad priest decks?  Shaman?  Poorly drawn, late game decks?  Thats great and all but aint cutting it.  Of couirse streamers just cherry-pick automatic, easy wins and post the video.  Big effing deal. 

    Posted in: Rogue
  • 0

    posted a message on Wow - Miracle/Secret Rogue is so bad.... what a let down.
    Quote from Kayel >>

    Currently Miracle Rogue is a high-ceiling deck, you can play as a tempo deck but you’re not a tempo deck in main, you can be a combo OTK deck but you’re not a combo deck in main

    That’s why I like playing Miracle Rogue, the deck has flexible win conditions and gameplay style, and the main reason why is hard to master is because misplays punishes you hard

     

     What misplays though?  It loses hard to paladin and mage.  It doesnt fare well against any board and without Blackjack and a secret loaded you have NO removal.  Zero.  Big threats often stay alive.  Then what?  If you have to use that Dragon for 8 healing you've lost big time.  You cant just sit there and collect cards hoping your opponent does nothing for 7 turns.  Not in standard.  Lets not overstate "skill" in this game either.  C'mon.  Hearthstone?  Skill?  Not really.  Be realistic here.

    Posted in: Rogue
  • 1

    posted a message on Wow - Miracle/Secret Rogue is so bad.... what a let down.

    I thought miracle/secret rogue was a decent deck in standard.  Guess not.  It loses hard to Paladin, Huntard & Mage.  Like 100% loss rate.  It cant put any early pressure on and relies on gimmicky draw combos to "win".   Maybe Im missing something but the version with Hanar, Kazakus & that 8 damage or heal dragon is useless. 

    Posted in: Rogue
  • 0

    posted a message on Two things I noticed about Paladin which are bugging me
    Quote from Kayas >>

    Paladin has strengths and weaknesses just like any of the current meta and has counters just like any meta. You can't simply say, "I play mage and I lose to Paladin all the time and it's unfair!" because your mage deck is probably a bad matchup. That's how metagame works.  If you play one deck, another deck is going to dominate you and you will hate it.

    Is Paladin good? Of course. Does Paladin beat everything? No way. 

    If I'm playing Priest and I see a Paladin, I'm not as worried as I am if I am playing Demon Hunter or Warlock. Honestly, you can break it down on every class and every single one of them has at least some success against another deck in the meta. Except Shaman. Shaman is dreadful.  

     

     Paladin has NO weaknesses at all.  None.  lets review:

    1. Tons of card draw
    2. Easily get rid of a wide board
    3. Massive healing
    4. Cheap buffs
    5. Crazy secrets - and the game has NO secret counters at all right now. Zero.
    6. Huge minions
    7. Card discovery & generation
    8. Super EASY to play - as braindead as standard face hunter if not worse.

    What weaknesses????

    Posted in: Paladin
  • 2

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    I sincerely hope that paladin players get genital warts.  Thats all.  Fucking window-licking morons. 

    Posted in: General Discussion
  • 0

    posted a message on Is Paladin too strong?
    Quote from formulas666 >>

    Paladin is OK, there are many counters, leave him alone.

     Like what?  What game are YOU playing?  Zero weaknesses.  Zero counters.  Nothing you do works.  Nothing.  They can clear boards, heal for 20++ each game, buff the crap out of minions for little cost, they have crazy secrets, great card draw, awesome card generation, etc, etc. 

    And , its yet another EXTREMELY low skill floor class/deck.  You cant screw it up.  It wins for you.

    Posted in: Paladin
  • 2

    posted a message on Returning players' experience. What do you think?
    Quote from Lyfe >>
    Quote from BigDeal >>

    The game is WAY worse than it used to be.  

    Subjective. I've been plaging since Beta and it's WAY better now. Go play Classic mode and gouge your eyes out at how boring it is. Tell me how Handlock or Freeze Mage required skill... 

    The only deck that probably require some thought throught the history of the game is probably grim patron warrior 

     Boring?  Watching Mage draw their entire deck by turn 5/6 playing zero cost spells is "fun"?  Watching Paladin have every possible answer to every possible thing you can even imagine doing is fun?  Having NO good neutral counters tro any of this horse dung is fun?  

    What current borken decks do you think take "skill".  Im ready to laugh my arse off if you even mention anything paladin, Mage or basically anything else.  The skill has looooong been removed in favor of game-over turns and ridiculous synergies.  Its great for the 7 year olds so they can win too but it makes the game suck.  Its a casino.  Thats what theyve mad it into.  Its not a "CCG" anymore because it isnt "competitive" at all.  Its just "win at the matchup screen" or "draw busted crap before your opponent does".  Thats all it is.

    Posted in: Standard Format
  • 0

    posted a message on Legend Decks [Forged in the Barrens - Edition]
    Quote from SirJohn13 >>

    Dude you replay 40 days later to hate on someone for playing good decks to climb to legend? In any case I started playing both decks even prior to the Barrens expansion (when they were tier-2 or tier-3 at best) and was happy when they received some support in the latest expansion, so I adjusted the decks accordingly and kept playing them, before everyone else joined in once they realized how good they actually are. Also, they don't even come close to being the most broken decks ever (not even the most broken decks at the moment - hint: Darkglare). And if you think that these, or any other decks for that matter, are auto-pilot and auto-win, then good luck getting out of bronze

     Yeah sure - auto-pilot is the only way to describe them.  Whats the "thought" requored?  Play endless minion buff cards.  Play super buffed minions.  Please.  They are Tier 0.  Its OK.  Just accept that the decks "got" legend.  Again, Its OK.  Lots of people do it.  Oh and the classic "get of of bronze" comeback.  That indicates that a nerve has been struck.  The cats out of the bag.  Busted decks win games.  We all know. :)

    Posted in: Wild Format
  • 2

    posted a message on Returning players' experience. What do you think?

    The game is WAY worse than it used to be.  You used to have to think about plays and actually make informed decisions at least sometimes.  Now?  Not even close.  The decks win, not the players because Blizzard insists on creating broken synergies with no weaknesses and no way to counter the stupid crap.  So the game is perfect if you are a single-cell organism with no brain.  But, the OP seems like hes not that so he'll be disappointed.

    Paladin and Mage are BOTH 100% broken still and this is after they ALLEGEDLY nerfed them which of course they didnt. 

    Posted in: Standard Format
  • 1

    posted a message on Legend Decks [Forged in the Barrens - Edition]
    Quote from SirJohn13 >>

    This has been by far my best month on the wild ladder. I only played 2 decks and reached legend with a total record of 44-15 with only a 10x multiplier. The two decks were:

    1. Flamewaker Mage (20-6 win record): http://www.hearthpwn.com/decks/1386009-flamewaker-mage-77-wr-to-legend
    2. Handbuff Paladin (24-9 win record): http://www.hearthpwn.com/decks/1386015-handbuff-paladin-73-wr-to-legend

    I made legend on the 16th of April and my legend rank was 687. I've never been top 1000 before, so pretty happy with it

     So, the two most extremely broken decks like ever are what you made it with?  Id rather people post decks that arent auto-pilot if possible.  Sorry but the decks themselves get legend.  Lets not soil this possibly good thread with try-hards posting the same busted crap.  Please.

    Posted in: Wild Format
  • To post a comment, please login or register a new account.